/Engine/Plugins/Runtime/AR/Google/GoogleARCoreServices/Source/GoogleARCoreServices/Public/GoogleARCoreServicesFunctionLibrary.h
Note that aUCloudARPinwill be always created when this function is called, even in the case that the CloudId is failed to host. You can check the CloudState of returningUCloudARPinto see why the hosting failed.
[UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="GoogleARCoreServices|CloudARPin", Meta=(Latent, LatentInfo="LatentInfo", LifetimeInDays=1, WorldContext="WorldContextObject", Keywords="googlear ar service host cloud")) static void CreateAndHostCloudARPinLatentAction ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, struct [FLatentActionInfo](API\Runtime\Engine\Engine\FLatentActionInfo) LatentInfo, [UARPin](API\Runtime\AugmentedReality\UARPin) * ARPinToHost, int32 LifetimeInDays, [EARPinCloudTaskResult](API\Plugins\GoogleARCoreServices\EARPinCloudTaskResult) & OutHostingResult, [UCloudARPin](API\Plugins\GoogleARCoreServices\UCloudARPin) *& OutCloudARPin )